So, I've been working on this for a bit and I wanted to share my progress on this project, with the hopes of fueling my interest and keeping my motivation going. This is a castle is inspired by the 13th century. I've always loved the medieval era and I've been researching to get this place looking as historically authentic…
Props don't fill the UV1 fully so after I am done painting and exporting the first asset. I layout another models uvs into the remaining space and texture them too. My problem is: after I export the second models textures, now I have to combine their textures using photoshop. Since I export them with their RGBA channels…
If your needs are not simple and you actually have to re-order "every" vert's order to match another model whose vertex size is the same ( and is essentially the same model. Tho I suppose the following is valid for any "UV matchable area" ) Chances are you have committed to UV layouts already and have turned on the…
I agree with cryrid, the UV layout isn't helping at all. It's wasting space and wasting pixels. You could make a few adjustments, straighten some pieces out and utilize more pixels. There is way too much lighting, highlights and shadows in the diffuse material. The diffuse is just color information with hints of lighting…
no.. having a hard edge in the middle of a UV shell has no negative effect on normal baking. having a soft edge at the boundary of a UV shell is likely to have a negative effect but is not guaranteed to do so. if you want a one size fits all rule (which you shouldn't because it's silly) - harden the edges of your UV shells…